Fierceking, you won't get these crashes resolved if you post them here, that's what the tech support forum is for. I think Ashbery already mentioned that. Elliot will pick these up and fix them if you post them in the correct place.

[beta .13] Has the AI been changed to declare War more often? It seems to do so with this patch more than earlier ones. And once you end the war with a race, a few turns later that race declares it again. I had one instance where I end the war, and the race continue to destroy my ships and invade my planet after it accepted the cease fire. And no sooner than I started to rebuild, declares war again. I don't have save as it all happened so quickly even on slow speed.

notices that the ships when engaging in a system, there seems to be a cat and mouse problem,

i explain.

pirates around planet, i told my fleet to patrol the sector (right click on star)

my ships arrive, the pirate ships warp to the star, however at that time, my ships warp to the planet where the pirate ships just were.

my ships arrive at the planet, yet the pirate ship have now arrived at the star.... my ships warp again, they warp again, again passing each other.... eventually they do engage, but not after some pretty messy jumping back and forth..

The new v1.7.0.14 Public Beta for Distant Worlds: Legends is now available. Please see the first post for the updated list of changes, especially the additional improvements to ship design and retrofitting.

By the way, we are hoping that this version will become the next official update. We may have one more iteration if required based on testing, but otherwise 1.7.0.14 should be the official non-beta release.

I see fighter,beams and torp weapon levels setting for military ships but no rail,phaser,missile levels.

+1 to this. I noticed when I set beams to "none" the AI generates (small) ships without any weapons, even with heavy added to torpedoes. I would like it if you could set a primary and secondary weapon of your choice, like missiles and torpedoes. I don't use beams.

From my test if you focus on rail and missile tech that just replaces beams and torps in the policy.So a heavy beam design becomes heavy rail.I really like the new policy options to guide the A.I and would like more options in all areas advanced in the policy screen.

Another issue is the A.I wasting research.It continues to research all three tech lines for shields,hyperdrives,engine.It should focus on one line for each.If it has researched fast drives it then should not research efficient drives too,etc.

Sorry I don't feel like reading the 74 messages. Is it save compatible?

Hey Pocus,

Best advice is always finish your current game before updating, just in case. However, you can usually load a save from a previous version after installing an update by going up a level in your save folder (each version is saved to a seperate folder).

Some changes don't take effect until new game is started, some effects take a while to kick in and some things may lead to instability, judging on past patches. This is why it is best to finish your current game before updating.

_____________________________

"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking

1. Ship design influences seem to be working great. I set my little human empire to design ships that were shield, blaster and engine very heavy...end result was only being able to build escorts, but those escorts were triple shielded, had a speed of 48 and 4 blasters. This is spot on from my point of view. This will be essential to modders in the near future, and since it is a savable file, it solves our whole designs delimma I think. But I do have a suggestion or two:

A. Introduce a player defined maximum ship size per class cap. For instance a drop down menu that allows me to set each ships individual max size according to current ship size capacity. Example: Escort Maximum ship size _________ % of current build capacity. That would allow me keep every ship from maxing its size and keep a little more difference between the classes.

B. A check box for 'Allow troops on Escorts and frigates'. Some people may like to do that, and I have a modded race in mind that theoretically would over-run planets the way that cockroaches over-run a kitchen...IE pure numbers.

2. Reserach focuses. Wonderfull...this allow me to tell each race where to specialize their research to take full advantage of of the design changes. Personally I will be making a custom policy file for each race that will likely put emphasis on construction as #1 so they can all stay competative through the game.

1. Ship design influences seem to be working great. I set my little human empire to design ships that were shield, blaster and engine very heavy...end result was only being able to build escorts, but those escorts were triple shielded, had a speed of 48 and 4 blasters. This is spot on from my point of view. This will be essential to modders in the near future, and since it is a savable file, it solves our whole designs delimma I think. But I do have a suggestion or two:

A. Introduce a player defined maximum ship size per class cap. For instance a drop down menu that allows me to set each ships individual max size according to current ship size capacity. Example: Escort Maximum ship size _________ % of current build capacity. That would allow me keep every ship from maxing its size and keep a little more difference between the classes.

B. A check box for 'Allow troops on Escorts and frigates'. Some people may like to do that, and I have a modded race in mind that theoretically would over-run planets the way that cockroaches over-run a kitchen...IE pure numbers.

2. Reserach focuses. Wonderfull...this allow me to tell each race where to specialize their research to take full advantage of of the design changes. Personally I will be making a custom policy file for each race that will likely put emphasis on construction as #1 so they can all stay competative through the game.